ALiVE - Advanced Light Infantry Virtual Environment

alivemod.com The next generation dynamic persistent campaign for ArmA3

After a prolonged battle with 4B scalar values(int), we have beaten ObjectId’s into a hasty retreat and can therefore happily release the latest and greatest version of ALiVE!

The newest version number has been increased from 0.5 to 0.6 and is considered a MAJOR RELEASE, that will hopefully freak you out so be sure you get all the release notes!

Other than the usual plethora of fixes and enhancements, this time we start with a very special system, that we are proud to unveil finally and officially...

The ALiVE War Room monitors and records activity across all ALiVE missions, wherever and whoever is playing them. Groups and individuals can sign up and view their performance, compare stats and watch live updates from ALiVE missions played out across the ArmAverse.

Unlike previously known systems, there is no complicated database and/or server setup at all! Server admins can simply register their groups and run a small plugin on their server (static IP needed). Full instructions are provided on the website. Of course this can be enabled and disabled by mission makers using the ALiVE Data Module in the map editor in the usual away. Visit ALiVEmod.com and register your personal account on the War Room to find out more!

Civilian Population Module - Simply place it on the map and watch civilians go about their business (you do not need to synch to anything).

Ambient Enemy Convoys will now move around the battle space, providing something for enterprising groups to turn into pretty explosions.

Compiled highlights in this release:

ALiVE War Room is now open for registration.

Player, Group and Mission stats recorded live to the web using the ALiVE Data Module

Added Civilian Population Module

Ambient Enemy Convoys

You can now synch a trigger to OPCOM to control when it starts and stops

Added new mission - ALiVE | Divide & Rule

Hundrets of bug fixes and improvements, like quick initalisation in unscheduled space

*** * 1403191 changelog ***
[MAIN] Updated version to 0.6.0.1403191 (closed testers)
[SYS_PLAYER] Disable store to DB for sys_player and clarify player save button (disconnect/reconnect only), Disabled menu item to enable DB, coming in next release!
[UI] Updated UI for SYS Data purposes (Server exit, Mission abort) - this is mainly done because of this BIS issues:https://dev.withsix.com/issues/39421
[ALL] Put functionpriority on non-dependend modules with menu items to a lower priority to workaround BIS bug http://feedback.arma3.com/view.php?id=17921 and minimize tuplications of menu items and other weird bugs
[ADDINS] Added new ALiVE Plugin DLL to secure database writes and to work with BEAST server
[AMB_CIVS] Added new sounds to the civ pop module (including dogs, car alarms, babies, orgies, etc.)
[CLUSTERS] added more support for user requested maps: Reshmaan, Afghan Village, MCN Aliabad, Bystrica, Bukovina
[MIL_OPCOM] Fixed regression where taken objectives were not secured immediatly but only after next analysis iteration, not sure when introduced
[MIL_OPCOM] http://dev.withsix.com/issues/73745 Added ability to read synced triggers: if all synced triggers (if any) become true, OPCOM will start to attack unassigned positions! condition must become true serverside so avoid conditions like player distance _pos < 100 if you want your mission to be MP compatible
[DEMO] Fix for http://dev.withsix.com/issues/73279 just because I can (and ist so simple)
[MIL_CONVOY] Fixed bug if default value of faction field was deleted on the module and fallback to OPCOMs faction didnt work properly
[ALL] modified init order, and added order to non ordered modules. added some debubg messaging tricks. fixed issue with server not halting simulation.

*** * 1403121 changelog ***
[MAIN] Updated version to 0.6.0.1403121 (closed testers)
[ALL] modified init order, and added order to non ordered modules. added some debug messaging tricks. Fixed issue with server not halting simulation.
[MIL_CONVOY] Fixed bug if default value of faction field was deleted on the module and fallback to OPCOMs faction didnt work properly
[DEMO] Fix for http://dev.withsix.com/issues/73279 just because I can

Disclaimer
We have done our best to ensure backward compatibility for your missions. However, in case you get a new error with an existing mission, please delete and replace the offending module in the editor and you should be good to go again.*** As usual, please post any issues or feature requests on our tracker.

Work In Progress
We are currently hard at work developing the data part of ALiVE to deliver mission persistence. We know people are looking forward to this and so are we, but it’s important we get it right for release. The current main effort for the team: